ArgonSDK is an Unreal Engine 4 project specialized for creating modded content for Chivalry 2. It attempts to mimic the real development environment ("SDK") used by Torn Banner developers. Due to unofficial nature of this project, it inevitably has a set of limitations that will be discussed below.
This project is designed to function within the Chivalry 2 Unchained
infrastructure, which offers a streamlined process for mod distribution and loading.
Materials¶
TODO: Nihi
Add links for materials
You are provided with following content to support you on your modding path:
- ArgonSDK project for Unreal Engine 4.25.4
- this Field Guide
- generated docs on TB C++ / Blueprint classes
- (WIP) Released Mods as [[Case Studies]] (GiantSlayers, FilthyPeasants, FlashBlades)
- Examples
- Maps
- Mutators
- In-game GUI (Widgets)
- Texture and Model replacements
HALP
Should you encounter any issues with this guide or the processes described, don’t hesitate to ask a question in our #modding
or #tutorial-help
Discord channels at Chivalry 2 Unchained
What can I create using ArgonSDK?¶
TODO: Nihi
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What is an Asset?¶
Unreal Engine Wiki
Any piece of content in an Unreal Engine project is an Asset. You can think of Assets like building blocks that you use to create your game and application.
Assets can be of many different types, such as Static Meshes, Materials, particle systems, and sound cues. Some Assets are created outside Unreal Engine (for example, in other 3D applications like Maya or 3ds Max). Other Assets, such as Blueprints, are created directly inside the engine.
Asset Types¶
In terms of usability within Unreal Engine, there are two distinct asset types:
- Raw Assets
- Cooked Assets
Warning
Both asset types share the same extension (.uasset
).
Raw Assets¶
These are the assets that you can edit within UE. Any external file (e.g. PNG) will be converted into a raw asset when you import it.
Raw assets are located within ArgonSDK/Content
folder.
Cooked Assets¶
This type of assets is generated by UE through a process called cooking. Cooked assets can be loaded directly by the game but are no longer editable within UE.
Cooked assets are located under:
ArgonSDK/Saved/Cooked/WindowsNoEditor/TBL/Content
Mod development process¶
On a high level, the development process can be described like this:
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Loose vs Packaged assets¶
The game can load both PAKs and loose files (Copied from ArgonSDK/Saved/..
). Distribution via UnchainedLauncher requires you to package your mods. This procedure is further explained in [[T5 Distributing your Mod]]